METAsrc Set 4 Patch 11.7 Teamfight Tactics

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Welcome to the METAsrc Teamfight Tactics site! TFT is a new League of Legends strategy game mode.

Select one of our many guides below for the best statistical builds and data for traits, team compositions, and champions. Use our Team Comp Builder to strategize and develop the perfect team comp, both before and during the game! Analyze the info from a broader perspective using our Champion Stats, Trait Stats, and Team Comp Stats tables. Better yet, check out our Champion Tier List, Trait Tier List, and Team Comp Tier List to refine your TFT strategy and level up in ranked. Don't forget to use our Items page for an interactive in-game cheat sheet.

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Trait Guides

Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
3 3.50 seconds
4 6 seconds

Adept
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance
4 +55% Critical Strike Damage & +30% Critical Strike Chance
6 +90% Critical Strike Damage & +50% Critical Strike Chance

Assassin
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

Blacksmith
Brawler
Brawlers gain bonus Health and Attack Damage.

2 400 Health and 10 Attack Damage
4 700 Health and 20 Attack Damage
6 1000 Health and 40 Attack Damage
8 1400 Health and 80 Attack Damage

Brawler
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
6 Demon Lord Galio
9 Supreme Overlord Galio

Cultist
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

Daredevil
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
4 40% damage reduction and 40% true damage
6 55% damage reduction and 55% true damage
8 70% damage reduction and 70% true damage

Divine
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
6 3 Blessings; 70 AS & SP
9 6 Blessings; 140 AS & SP

Dragonsoul
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack
4 +20% Attack Speed per stack
6 +35% Attack Speed per stack
8 +60% Attack Speed per stack

Duelist
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
6 20 Armor and Magic Resist, 10 Attack Damage and Spell Power
9 30 Armor and Magic Resist, 15 Attack Damage and Spell Power

Elderwood
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

Emperor
Enlightened
Enlightened champions generate more Mana.

2 50% increase
4 100% increase
6 150% increase

Enlightened
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

2 below 33% health
3 below 66% health
4 below 99% health

Executioner
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
2 And 80% Lifesteal

Exile
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.

Fabled
Fortune
3 Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
6 Wins give an extra bonus orb with rare loot.

Fortune
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
4 200 Shield, 10 seconds
6 250 Shield, 12 seconds

Keeper
Mage
Mages cast twice and have modified Spell Power.

3 80% of their total Spell Power
5 105% of their total Spell Power
7 130% of their total Spell Power

Mage
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
4 120 Magic Resistance
6 300 Magic Resistance

Mystic
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
4 All Ninjas gain +140 Attack Damage & +140% Spell Power

Ninja
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
4 3 ricochets with 45% reduced damage
6 4 ricochets with 30% reduced damage

Sharpshooter
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage
6 30 to 60% Lifesteal and 35 to 80% Bonus Damage

Slayer
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed
4 35% Attack Speed

Spirit
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners
4 25% for Allies; 100% for Syphoners

Syphoner
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

The Boss
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
4 250 Armor and 25 Magic Resist
6 500 Armor and 50 Magic Resist
8 1000 Armor and 80 Magic Resist

Vanguard
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 250 Health & 25 Spell Power
6 400 Health & 40 Spell Power
9 700 Health & 70 Spell Power

Warlord

Team Comp GuidesTeam Comp Builder

1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
3
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Daredevil
Chosen Border
Emperor
The Boss
Chosen Border
Slayer
Chosen Border
Exile
Ninja
Cultist
Chosen Border
Adept
Mystic
Chosen Border
Sharpshooter
Chosen Border
8
Brawler
Brawlers gain bonus Health and Attack Damage.

8 1400 Health and 80 Attack Damage
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Brawler
Chosen Border
Blacksmith
The Boss
Elderwood
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
3
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Daredevil
Emperor
The Boss
Slayer
Chosen Border
Exile
Ninja
Adept
Duelist
Chosen Border
Mystic
Sharpshooter
Chosen Border
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio

2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Sharpshooter
Chosen Border
Exile
Cultist
Assassin
Mystic
4
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

4 6 seconds
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

3
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Adept
Chosen Border
Daredevil
Slayer
Exile
Ninja
Cultist
Divine
Duelist
Mystic
Sharpshooter
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

4
Enlightened
Enlightened champions generate more Mana.

4 100% increase
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

2
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Enlightened
Adept
Syphoner
Chosen Border
Exile
Ninja
Assassin
Chosen Border
Mystic
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist
3
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance

2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Blacksmith
Daredevil
Vanguard
Chosen Border
Slayer
Chosen Border
Cultist
Mystic
Chosen Border
Sharpshooter
Chosen Border
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist
3
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Blacksmith
Daredevil
Vanguard
Chosen Border
Slayer
Cultist
Dragonsoul
Mystic
Chosen Border
Sharpshooter
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
Cultist
Chosen Border
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Assassin
Chosen Border
Emperor
Spirit
Exile
Ninja
Enlightened
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

5
Mage
Mages cast twice and have modified Spell Power.

5 105% of their total Spell Power
2
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
Emperor
The Boss
Mage
Chosen Border
Syphoner
Chosen Border
Exile
Dragonsoul
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

3
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 250 Health & 25 Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Daredevil
Chosen Border
Emperor
Slayer
Chosen Border
Exile
Ninja
Warlord
Chosen Border
Adept
Duelist
Chosen Border
Mystic
Chosen Border
Sharpshooter
Chosen Border
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power

2
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

2 below 33% health
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Keeper
Chosen Border
Blacksmith
Emperor
Spirit
Ninja
Elderwood
Executioner
Mystic
Chosen Border
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack
Cultist
Chosen Border
Duelist
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
4
Mystic
All allies gain Magic Resistance.

4 120 Magic Resistance

4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist
2
Brawler
Brawlers gain bonus Health and Attack Damage.

2 400 Health and 10 Attack Damage
Fabled
Blacksmith
The Boss
Mystic
Chosen Border
Vanguard
Chosen Border
Brawler
8
Brawler
Brawlers gain bonus Health and Attack Damage.

8 1400 Health and 80 Attack Damage
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Brawler
Chosen Border
Blacksmith
Emperor
The Boss
Elderwood
4
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

4 below 99% health
4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

4 40% damage reduction and 40% true damage

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Executioner
Chosen Border
Divine
Adept
Spirit
Exile
Ninja
Duelist
Mystic
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
2
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners
Cultist
Chosen Border
Syphoner
6
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

6 500 Armor and 50 Magic Resist
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.

1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

2
Brawler
Brawlers gain bonus Health and Attack Damage.

2 400 Health and 10 Attack Damage
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Vanguard
Chosen Border
Fabled
Blacksmith
The Boss
Brawler
Mystic
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Adept
Chosen Border
Ninja
Divine
Enlightened
Mystic
Chosen Border
8
Brawler
Brawlers gain bonus Health and Attack Damage.

8 1400 Health and 80 Attack Damage
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Brawler
Chosen Border
Blacksmith
The Boss
Exile
Elderwood
6
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

6 4 ricochets with 30% reduced damage
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed

1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Sharpshooter
Chosen Border
Spirit
Daredevil
Mystic
6
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

6 30 to 60% Lifesteal and 35 to 80% Bonus Damage
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

3
Fortune
3 Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Slayer
Chosen Border
Daredevil
Fortune
Chosen Border
Ninja
Cultist
Sharpshooter
Vanguard
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

4
Mystic
All allies gain Magic Resistance.

4 120 Magic Resistance
4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist
Fabled
Chosen Border
Blacksmith
Chosen Border
Mystic
Chosen Border
Vanguard
Chosen Border
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

4
Mystic
All allies gain Magic Resistance.

4 120 Magic Resistance
4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
Fabled
Chosen Border
Blacksmith
Mystic
Chosen Border
Vanguard
Chosen Border
Exile
Ninja
Adept
8
Brawler
Brawlers gain bonus Health and Attack Damage.

8 1400 Health and 80 Attack Damage
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Brawler
Chosen Border
Blacksmith
The Boss
Elderwood
Vanguard
4
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

4 25% for Allies; 100% for Syphoners
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Syphoner
Chosen Border
Enlightened
Adept
Exile
Ninja
Assassin
Chosen Border
Divine
Mystic
6
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

6 4 ricochets with 30% reduced damage
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed

1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Sharpshooter
Chosen Border
Spirit
Daredevil
Ninja
Mystic
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Sharpshooter
Chosen Border
Adept
Chosen Border
Exile
Ninja
Mystic
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Cultist
Chosen Border
Daredevil
Sharpshooter
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
Cultist
Chosen Border
Emperor
Keeper
7
Mage
Mages cast twice and have modified Spell Power.

7 130% of their total Spell Power
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

2
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners
3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Mage
Chosen Border
Blacksmith
Syphoner
Dragonsoul
Elderwood
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

4
Mystic
All allies gain Magic Resistance.

4 120 Magic Resistance
4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist

2
Brawler
Brawlers gain bonus Health and Attack Damage.

2 400 Health and 10 Attack Damage
Fabled
The Boss
Mystic
Chosen Border
Vanguard
Chosen Border
Brawler
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Adept
Chosen Border
Ninja
Divine
Mystic
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Spirit
Chosen Border
Sharpshooter
Chosen Border
Cultist
Mystic
Vanguard
Chosen Border
4
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

4 25% for Allies; 100% for Syphoners
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Syphoner
Chosen Border
Enlightened
Adept
Exile
Ninja
Assassin
Mystic
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
Cultist
Chosen Border
The Boss
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
3
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

3 below 66% health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Keeper
Chosen Border
Blacksmith
Emperor
Executioner
Chosen Border
Ninja
Elderwood
Vanguard
Chosen Border
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Keeper
Chosen Border
Blacksmith
Chosen Border
Emperor
The Boss
Chosen Border
Ninja
Elderwood
Chosen Border
Vanguard
Chosen Border
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Cultist
Chosen Border
Blacksmith
Vanguard
7
Mage
Mages cast twice and have modified Spell Power.

7 130% of their total Spell Power
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Mage
Chosen Border
Blacksmith
Dragonsoul
Elderwood
Vanguard
6
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

6 500 Armor and 50 Magic Resist
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.

1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Vanguard
Chosen Border
Fabled
Chosen Border
Blacksmith
Chosen Border
Mystic
Chosen Border
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 250 Health & 25 Spell Power

2
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

2 below 33% health
2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Keeper
Chosen Border
Blacksmith
Chosen Border
Emperor
Ninja
Elderwood
Chosen Border
Warlord
Chosen Border
Executioner
Chosen Border
Vanguard
Chosen Border
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
2
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

2 below 33% health

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Keeper
Chosen Border
Blacksmith
Chosen Border
Emperor
Ninja
Elderwood
Chosen Border
Executioner
Chosen Border
Vanguard
Chosen Border
8
Brawler
Brawlers gain bonus Health and Attack Damage.

8 1400 Health and 80 Attack Damage
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Brawler
Chosen Border
The Boss
Elderwood
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Assassin
Chosen Border
Spirit
Ninja
Enlightened
Mystic
7
Mage
Mages cast twice and have modified Spell Power.

7 130% of their total Spell Power
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Mage
Chosen Border
Blacksmith
The Boss
Dragonsoul
Elderwood
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Chosen Border
Ninja
Adept
Divine
Chosen Border
Enlightened
Chosen Border
Mystic
Chosen Border
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Keeper
Chosen Border
Blacksmith
Emperor
Vanguard
Chosen Border
Ninja
Elderwood
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

4
Mystic
All allies gain Magic Resistance.

4 120 Magic Resistance
4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
Fabled
Chosen Border
Blacksmith
Chosen Border
Mystic
Chosen Border
Vanguard
Chosen Border
Ninja
Chosen Border
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Sharpshooter
Chosen Border
Exile
Ninja
Adept
Mystic
Chosen Border
8
Brawler
Brawlers gain bonus Health and Attack Damage.

8 1400 Health and 80 Attack Damage
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
Brawler
Chosen Border
The Boss
Dragonsoul
4
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

4 25% for Allies; 100% for Syphoners
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Syphoner
Chosen Border
Enlightened
Chosen Border
Adept
Exile
Ninja
Divine
Chosen Border
Mystic
Chosen Border
6
Enlightened
Enlightened champions generate more Mana.

6 150% increase
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

2
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Enlightened
Chosen Border
Adept
Syphoner
Exile
Ninja
Assassin
Mystic
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.
4
Mystic
All allies gain Magic Resistance.

4 120 Magic Resistance

4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
Fabled
Chosen Border
Mystic
Chosen Border
Vanguard
Chosen Border
Exile
Ninja
Adept
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Keeper
Chosen Border
Blacksmith
Chosen Border
Emperor
Ninja
Cultist
Chosen Border
Elderwood
Chosen Border
Vanguard
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

4 40% damage reduction and 40% true damage
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase
Duelist
Chosen Border
Exile
Divine
Chosen Border
Adept
Ninja
Enlightened
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage
3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Daredevil
Sharpshooter
Chosen Border
Dragonsoul
Chosen Border
Mystic
Chosen Border
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Assassin
Chosen Border
Spirit
Ninja
Mystic
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Keeper
Chosen Border
Blacksmith
Chosen Border
Emperor
Ninja
Elderwood
Chosen Border
Vanguard
Chosen Border
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Assassin
Chosen Border
Spirit
Ninja
Enlightened
Mystic
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Daredevil
Chosen Border
Sharpshooter
Chosen Border
Exile
Ninja
Adept
Mystic
Chosen Border
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 250 Shield, 12 seconds
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 250 Health & 25 Spell Power

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Keeper
Chosen Border
Blacksmith
Chosen Border
Emperor
Ninja
Elderwood
Chosen Border
Warlord
Chosen Border
Vanguard
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Chosen Border
Ninja
Adept
Divine
Chosen Border
Mystic
Chosen Border
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Daredevil
Sharpshooter
Chosen Border
Ninja
Dragonsoul
Chosen Border
Mystic
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Assassin
Chosen Border
Ninja
Mystic
8
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

8 1000 Armor and 80 Magic Resist
3
Fabled
3 Fabled champions' abilities are empowered from tales of their past valor.

1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.
Vanguard
Chosen Border
Fabled
Blacksmith
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
Assassin
Chosen Border
Ninja
Exile
Adept
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase
Duelist
Chosen Border
Exile
Chosen Border
Adept
Ninja
Divine
Enlightened
Chosen Border
4
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

4 below 99% health
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Executioner
Chosen Border
Emperor
Adept
Spirit
Exile
Ninja
Divine
Keeper
Mystic
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
Assassin
Chosen Border
Spirit
Ninja
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Assassin
Chosen Border
Ninja
Spirit
Mystic
7
Mage
Mages cast twice and have modified Spell Power.

7 130% of their total Spell Power
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.

3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
Mage
Chosen Border
Blacksmith
Dragonsoul
Elderwood
4
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

4 25% for Allies; 100% for Syphoners
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Syphoner
Chosen Border
Enlightened
Adept
Exile
Ninja
Mystic
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Cultist
Chosen Border
Vanguard
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Sharpshooter
Chosen Border
Cultist
Chosen Border
Mystic
Chosen Border
4
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

4 25% for Allies; 100% for Syphoners
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Syphoner
Chosen Border
Enlightened
Chosen Border
Ninja
Adept
Chosen Border
Assassin
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

2
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Enlightened
Chosen Border
Adept
Chosen Border
Syphoner
Chosen Border
Exile
Ninja
Assassin
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Emperor
Sharpshooter
Chosen Border
Ninja
Mystic
Chosen Border
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Sharpshooter
Chosen Border
Ninja
Adept
Chosen Border
Mystic
Chosen Border
4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

4 40% damage reduction and 40% true damage
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

3
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

3 below 66% health
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Divine
Chosen Border
Adept
Chosen Border
Executioner
Chosen Border
Spirit
Chosen Border
Exile
Ninja
Duelist
Chosen Border
Mystic
Chosen Border
4
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

4 below 99% health
4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

4 40% damage reduction and 40% true damage

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Executioner
Chosen Border
Divine
Spirit
Ninja
Adept
Duelist
Mystic
8
Brawler
Brawlers gain bonus Health and Attack Damage.

8 1400 Health and 80 Attack Damage
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
Brawler
Chosen Border
The Boss
6
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

6 30 to 60% Lifesteal and 35 to 80% Bonus Damage
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage

2
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

2 100 Armor and 10 Magic Resist
Slayer
Chosen Border
Daredevil
Cultist
Sharpshooter
Vanguard
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance
Cultist
Chosen Border
Assassin
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
Duelist
Chosen Border
Exile
Adept
Chosen Border
Ninja
Divine
6
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

6 55% damage reduction and 55% true damage
4
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

4 25% for Allies; 100% for Syphoners

2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase
Divine
Chosen Border
Syphoner
Chosen Border
Duelist
Chosen Border
Enlightened
Chosen Border
4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

4 40% damage reduction and 40% true damage
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

3
Executioner
Executioner attacks and spells always critically hit targets beneath a certain Health threshold.

3 below 66% health
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

2 20% Attack Speed

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Divine
Chosen Border
Adept
Executioner
Chosen Border
Spirit
Chosen Border
Exile
Ninja
Mystic
Chosen Border
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

2
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

2 10% for Allies; 40% for Syphoners
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +25% Critical Strike Damage & +10% Critical Strike Chance

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Enlightened
Chosen Border
Adept
Chosen Border
Syphoner
Chosen Border
Exile
Ninja
Assassin
Chosen Border
Mystic
Chosen Border
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Spirit
Chosen Border
Daredevil
Chosen Border
Sharpshooter
Chosen Border
Ninja
Mystic
Chosen Border
6
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

6 +90% Critical Strike Damage & +50% Critical Strike Chance
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power
Assassin
Chosen Border
Ninja
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Enlightened
Enlightened champions generate more Mana.

2 50% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Ninja
Adept
Chosen Border
Divine
Enlightened
Chosen Border
Mystic
Chosen Border
1
Blacksmith
After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.

Each ally may only equip one Artifact.
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Vanguard
Vanguard champions gain bonus Armor and Magic Resist.

4 250 Armor and 25 Magic Resist
3
Slayer
Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target's missing Health.

3 15 to 30% Lifesteal and 20 to 45% Bonus Damage

3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 2 ricochets with 65% reduced damage
Blacksmith
Chosen Border
Daredevil
Chosen Border
Vanguard
Chosen Border
Slayer
Chosen Border
Dragonsoul
Chosen Border
Sharpshooter
Chosen Border
4
Syphoner
All allies heal for some of the damage they deal with spells and attacks.

4 25% for Allies; 100% for Syphoners
4
Enlightened
Enlightened champions generate more Mana.

4 100% increase

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Syphoner
Chosen Border
Enlightened
Chosen Border
Ninja
Adept
Divine
Chosen Border
Mystic
Chosen Border
4
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.

4 35% Attack Speed
1
Daredevil
Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 3 ricochets with 45% reduced damage
3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP
Spirit
Chosen Border
Daredevil
Chosen Border
Sharpshooter
Chosen Border
Dragonsoul
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, gaining damage reduction and dealing bonus true damage for 6 seconds.

2 25% damage reduction and 25% true damage

2
Enlightened
Enlightened champions generate more Mana.

2 50% increase
Duelist
Chosen Border
Exile
Chosen Border
Adept
Chosen Border
Divine
Enlightened
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Enlightened
Enlightened champions generate more Mana.

2 50% increase
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Ninja
Adept
Enlightened
Mystic
7
Mage
Mages cast twice and have modified Spell Power.

7 130% of their total Spell Power
3
Dragonsoul
The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage.

On death, this blessing passes to the closest Dragonsoul ally without a blessing.

3 1 Blessing; 40 AS & SP

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 15 Armor and Magic Resist, 5 Attack Damage and Spell Power
2
Brawler
Brawlers gain bonus Health and Attack Damage.

2 400 Health and 10 Attack Damage
Mage
Chosen Border
Dragonsoul
Elderwood
Brawler

Champion Guides

Azir

WarlordWarlord
KeeperKeeper
EmperorEmperor
950/1710/3420
75/150
70/126/252
100%
30
20
0.85
890
25%
150%

Emperor's Divide
Emperor's Divide
Azir calls forth a wall of charging soldiers from behind him, dealing 200/350/8888 magic damage to and slowing all enemies hit for 3 seconds. Enemies close to Azir are knocked back, while enemies further away are knocked up for 1.50 seconds.
WarlordWarlordKeeperKeeperEmperorEmperor
Azircoin5
Lee Sin

DivineDivine
DuelistDuelist
1000/1800/3600
0/40
60/108/216
100%
60
60
0.85
180
25%
150%

God Fist
God Fist
Lee Sin punches his target, dealing 200/375/1000 magic damage, knocking them back to the edge of the battlefield, and stunning them for 2/3/10 seconds. Any enemies the target collides with during the knockback receive half the damage and are stunned for 1/10 second.

If the target cannot be pushed back any further, they are knocked out of the battlefield instead, removing them from combat.

If the target is still alive after being punched, Lee Sin will dash to them.
DivineDivineDuelistDuelist
Lee Sincoin5
Ornn

ElderwoodElderwood
VanguardVanguard
BlacksmithBlacksmith
900/1620/3240
80/160
100/180/360
100%
50
50
0.55
180
25%
150%

Stampede
Stampede
Ornn summons an elemental from behind the farthest enemy to travel towards him, slowing the Attack Speed of enemies hit by 50% for 3 seconds and dealing 150/250/750 magic damage.

If the elemental runs into Ornn, he headbutts it, redirecting it towards another distant enemy, stunning for 1.50/2.00/15.00 seconds and dealing 150/250/750 magic damage.
ElderwoodElderwoodVanguardVanguardBlacksmithBlacksmith
Ornncoin5
Samira

DaredevilDaredevil
SharpshooterSharpshooter
SlayerSlayer
900/1620/3240
0/4
65/117/234
100%
30
30
0.85
420
25%
150%

Inferno Trigger
Inferno Trigger
Samira dashes and becomes unstoppable, gaining 100% dodge chance and unleashing 3/10 shots per second at 3/9 enemies within 2.5 hexes for 2 seconds. Each shot deals 30%/40%/60% of her Attack Damage plus 15/25/40 bonus physical damage. (Total: shots, damage per shot).
DaredevilDaredevilSharpshooterSharpshooterSlayerSlayer
Samiracoin5
Sett

The BossThe Boss
BrawlerBrawler
1100/1980/3960
100/175
60/108/216
100%
60
30
0.75
180
25%
150%

Showstopper
Showstopper
Sett grabs his target and slams them forward, dealing 40%/60%/400% of their maximum Health in magic damage to them, and 20%/30%/200% of the slammed enemy's maximum Health to all other enemies in a large area.
The BossThe BossBrawlerBrawler
Settcoin5
Swain

DragonsoulDragonsoul
SyphonerSyphoner
1000/1800/3600
40/100
60/108/216
100%
60
80
0.65
420
25%
150%

Draconic Ascension
Draconic Ascension
Swain transforms into his dragon form for 6 seconds, gaining 60%/75%/100% maximum Health and dealing 175/350/5000 magic damage each second to enemies within 2.50/5.00 hexes.

While in dragon form, Swain breathes fire in a cone in front of him every 2 seconds, dealing 175/350/5000 magic damage, burning enemies for 25% of the their maximum Health as true damage over 10 seconds, and reducing healing by 50% for the duration.
DragonsoulDragonsoulSyphonerSyphoner
Swaincoin5
Yone

ExileExile
AdeptAdept
950/1710/3420
0/60
80/144/288
100%
40
40
0.95
180
25%
150%

Seal Fate
Seal Fate
Yone strikes along a path in front of him, dealing 400/750/9999 magic damage split between all enemies hit. Enemies hit are marked for death, reducing their Armor and Magic Resist by 60%/70% for 8 seconds. Seal Fate becomes Unforgotten until there are no enemies marked for death.
Unforgotten (10 mana): Yone dashes to the lowest-Health enemy marked for death, dealing them 400/750/9999 magic damage, increased based on their missing health.
ExileExileAdeptAdept
Yonecoin5
Zilean

CultistCultist
MysticMystic
750/1350/2700
100/150
45/81/162
100%
20
20
0.75
660
25%
150%

Rewind Fate
Rewind Fate
Zilean places a protective Time Rune on the 2/3/10 allies with the lowest Health other than himself. When they would die, they instead resurrect after 3.50/3.00/1.00 seconds, returning to combat with Health and shedding all negative effects. After resurrecting, they have bonus Attack Speed for the rest of combat.
CultistCultistMysticMystic
Zileancoin5
Aatrox

CultistCultist
VanguardVanguard
900/1620/3240
75/150
60/108/216
100%
70
40
0.65
180
25%
150%

Infernal Chains
Infernal Chains
Aatrox pulls 2/5 of the farthest enemies toward himself, then slams the ground in front of himself, dealing 400/600/2500 magic damage to all enemies hit.
CultistCultistVanguardVanguard
Aatroxcoin4
Aurelion Sol

DragonsoulDragonsoul
MageMage
650/1170/2340
0/80
40/72/144
100%
20
80
0.75
890
25%
150%

Voice of Lightning
Voice of Lightning
Aurelion Sol breathes lightning in a line towards the farthest enemy, dealing 325/500/1400 magic damage and Overcharging all enemies hit for 10 seconds. If an enemy is already Overcharged, Aurelion Sol consumes the effect and deals 50% bonus damage.
DragonsoulDragonsoulMageMage
Aurelion Solcoin4
Cho'Gath

FabledFabled
BrawlerBrawler
1000/1800/3600
100/180
100/180/360
100%
70
60
0.60
180
25%
150%

Rupture
Rupture
Cho'Gath ruptures a large area, dealing 200/400/2000 magic damage and knocking up all enemies within for 2.00/2.50/8.00 seconds.

Fabled Bonus: Cho'Gath knocks up ALL enemies on the board.
FabledFabledBrawlerBrawler
Cho'Gathcoin4
Kayle

DivineDivine
ExecutionerExecutioner
650/1170/2340
0/60
75/135/270
100%
20
20
0.90
660
25%
150%

Divine Ascension
Divine Ascension
Kayle ascends, causing her attacks to launch waves that deal 100/140/350 bonus magic damage.
DivineDivineExecutionerExecutioner
Kaylecoin4
Morgana

EnlightenedEnlightened
SyphonerSyphoner
850/1530/3060
60/120
50/90/180
100%
60
60
0.70
420
25%
150%

Hallowed Ground
Hallowed Ground
Morgana hallows the ground beneath a random target, dealing 250/400/1600 magic damage to enemies over 5 seconds and reducing their Attack Damage by 40%/80%.
EnlightenedEnlightenedSyphonerSyphoner
Morganacoin4
Olaf

DragonsoulDragonsoul
SlayerSlayer
900/1620/3240
0/70
85/153/306
100%
60
60
0.80
180
25%
150%

Ragnarok
Ragnarok
Olaf gains 150%/175%/350% Attack Speed, immunity to crowd control, and his attacks cleave in a cone in front of him for 0.50 physical damage for the rest of combat.
DragonsoulDragonsoulSlayerSlayer
Olafcoin4
Sejuani

FortuneFortune
VanguardVanguard
1000/1800/3600
80/160
45/81/162
100%
60
40
0.55
180
25%
150%

Firecracker
Firecracker
Sejuani throws a giant firecracker at the closest enemy that explodes after a 2-second delay. Enemies in the explosion are dealt 100/200/1600 magic damage and are stunned for 2.00/2.50/8.00 seconds.
FortuneFortuneVanguardVanguard
Sejuanicoin4
Shen

NinjaNinja
AdeptAdept
MysticMystic
950/1710/3420
50/100
60/108/216
100%
60
40
0.65
180
25%
150%

Shadow Dash
Shadow Dash
Shen dashes past his target, shielding himself against 500/800/4000 damage and taunting all adjacent enemies for 4/8 seconds.
NinjaNinjaAdeptAdeptMysticMystic
Shencoin4
Talon

EnlightenedEnlightened
AssassinAssassin
800/1440/2880
0/40
95/171/342
100%
30
20
0.80
180
25%
150%

Truestrike
Truestrike
Talon stabs his target, striking them for 240%/250%/300% of his Attack Damage plus bonus physical damage (Total Damage: 150/200/600 ). If this kills them, Talon becomes unstoppable and untargetable while he leaps to the lowest Armor enemy.
EnlightenedEnlightenedAssassinAssassin
Taloncoin4
Tryndamere

WarlordWarlord
SlayerSlayer
DuelistDuelist
850/1530/3060
60/100
85/153/306
100%
60
60
0.85
180
25%
150%

Spinning Slash
Spinning Slash
Tryndamere spins in a line towards the most enemies, dealing 140% of his Attack Damage (total: 75%/100%/200%) to enemies in his path and empowering his next three basic attacks to deal 75%/100%/200% more damage.
WarlordWarlordSlayerSlayerDuelistDuelist
Tryndamerecoin4
Xayah

ElderwoodElderwood
ExecutionerExecutioner
KeeperKeeper
600/1080/2160
70/130
80/144/288
100%
20
20
0.85
660
25%
150%

Featherstorm
Featherstorm
Xayah becomes untargetable and invulnerable as she leaps into the air, throwing out a fan of 9 feather daggers that pass through enemies and deal 2.50%/2.75%/3.50% ( ) of her Attack Damage as physical damage to enemies within the cone.

Xayah then recalls her feathers, striking enemies hit for 100/200/600 magic damage per feather.
ElderwoodElderwoodExecutionerExecutionerKeeperKeeper
Xayahcoin4
Akali

NinjaNinja
AssassinAssassin
650/1170/2340
0/20
55/99/198
100%
20
20
0.85
180
25%
150%

Five Point Strike
Five Point Strike
Akali throws kunai at her target, dealing 200/275/450 magic damage.
NinjaNinjaAssassinAssassin
Akalicoin3
Darius

FortuneFortune
SlayerSlayer
800/1440/2880
0/50
70/126/252
100%
60
60
0.70
180
25%
150%

Fortune's Guillotine
Fortune's Guillotine
Darius dunks an enemy, dealing 550/850/1400 magic damage. While dunking, Darius is unstoppable. If this kills the target, Darius immediately casts again dealing 25%/20%/10% reduced damage.
FortuneFortuneSlayerSlayer
Dariuscoin3
Irelia

EnlightenedEnlightened
DivineDivine
AdeptAdept
800/1440/2880
50/100
55/99/198
100%
40
40
0.65
180
25%
150%

Bladestorm
Bladestorm
Irelia launches a storm of blades in front of her, dealing 200/300/700 magic damage and disarming enemies for 2.50/3.00/5.00 seconds.
EnlightenedEnlightenedDivineDivineAdeptAdept
Ireliacoin3
Kalista

CultistCultist
DuelistDuelist
650/1170/2340
0
65/117/234
100%
20
20
1.00
660
25%
150%

Rend
Rend
Passive: Kalista's spears remain in her target, each one capable of dealing 4%/6%/9% of the target's maximum Health in magic damage when removed. She removes the spears when doing so would kill the target.
CultistCultistDuelistDuelist
Kalistacoin3
Katarina

WarlordWarlord
FortuneFortune
AssassinAssassin
500/900/1800
0/90
65/117/234
100%
20
20
0.65
180
25%
150%

Death Lotus
Death Lotus
Katarina channels for 2.50 seconds, throwing knives at 4/5/6 nearby enemies, dealing 650/1000/1500 magic damage over the duration and reducing healing by 50% to her targets for 5 seconds.
WarlordWarlordFortuneFortuneAssassinAssassin
Katarinacoin3
Kennen

NinjaNinja